Monday, January 3, 2011

General Rules: Monsters - Hag, Annis

Annis Hag (adapted from the Monster Manual)
Large or Huge Giant (Hag)

Hit Dice: 7d8+14 (45 hit points) or 7d8+28 (59 hit points)
Initiative: +1 or +0
Speed: 40 feet
Armor Class: 20 (-1 size, +1 Dexterity, +10 natural); touch 10, flat-footed 19 or 21 (-2 size, +13 natural); touch 9, flat-footed 21
BAB/Grapple: +5/+16 or +5/+24
Attack: Claw +11 melee (1d6+7, piercing and slashing, 20 x2) or claw +14 melee (1d8+11, piercing and slashing, 20 x2)
Full Attack: 2 claws +11 melee (1d6+7, piercing and slashing, 20 x2) or 2 claws +14 melee (1d8+11, piercing and slashing, 20 x2)
Space/Reach: 10 feet by 10 feet/10 feet or 15 feet by 15 feet/15 feet
Special Attacks: Improved grab, rake 1d6+7 or 1d8+11, rend 2d6+10 or 2d8+16, spell-like abilities
Special Qualities: DR 2/bludgeoning, low-light vision, shift size, spell resistance 19
Saves: Fortitude +9 or +11, Reflex +3 or +2, Will +3
Abilities: Str 25 or 33, Int 13, Wis 13, Dex 12 or 10, Con 14 or 18, Cha 10
Skills: Bluff +8, Diplomacy +2, Disguise +0 (+2 when acting), Hide +5 or +0, Intimidate +2, Listen +10, Spot +10
Feats: Blind-Fight, Brew Potion, Great Fortitude, Skill Augmentation (Listen and Spot)
Environment: Cold marshes
Organization: Solitary or covey (3 hags of any kind plus 1 - 8 ogres and 1 - 4 evil giants)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: -

The dreaded annis hag is among the most horrible of hags. A annis commonly uses its disguise self ability to take the form of an excptionally tall human, a fair giant, or an ogre.

An annis normally stands some 8 feet tall and weighs about 325 pounds. They have deep blue skin and filthy black hair.

Combat
Though physically powerful, these hags do not favor simple assaults, but try to divide and confuse their foes before combat. They love to pose as commoners or gentlefolk to lull their victims into a sense of false security before they attack.

Improved Grab (Ex): To use this ability, an annis must hit a Large or smaller opponent (Huge or smaller if she is in her Huge form) with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Rake (Ex): Attack bonus +13, melee damage 1d6+7. An annis can attack a grappled for with both claws at no penalty.

Rend (Ex): An annis that hits with both claw attacks latches onto the opponent's body and tears the flesh. This attack automatically deals an extra 2d6+10 points of damage.

Shift Size (Su): An annis hag can change her size to size Huge and back to size Large at will. Shifting size is a standard action that does not provoke an attack of opportunity. When an annis hag is Huge, she gains a +8 to Strength, +4 to Constitution, and +3 to her natural armor, and has a 10-foot reach, but suffers a -2 to Dexterity and a -1 to Armor Class and attacks. These modified statistics are listed above as a secondary set of statistics. Most hags prefer to remain in their smaller form, but will shift size if forced to enter melee or if they desire a more imposing appearance.

Spell-Like Abilities (Sp): Once per day - disguise self, fog cloud; caster level 8th.

Hag Covey
From time to time, a trio of hags gathers as a covey. Usually this foul triune consists of three hags from three different types, but this is not always the case.

Combat
Hags in a covey rely on deception and their boosted magical abilities in combat.

A covey of hags is 80% likely to be guarded by 1d8 ogres and 1d4 evil giants who do their bidding. These minions are often disguised with a veil spell to appear less threatening and sent forth as spies. Such minions often (60%) carry magic stones known as hag eyes (see below).

Spell-Like Abilities: Three times per day: Animate dead, bestow curse (DC 17), control weather, dream, forcecage, mind blank, mirage arcana (DC 18), veil (DC 19), and vision. Caster level 9th. The save DCs are based on a Charisma score of 16. To use one of these abilities (which requires a full-round action), all three hags must be within 10 feet of one another, and all must participate.

Once per month, a covey that does not have a hag eye can create one from a gem worth at least 20 shillings (see below).

Hag Eye
A hag eye is a magic gem created by a covey. It appears to be nothing more than a semiprecious stone, but a gem of seeing or other such effect reveals it as a disembodied eye. Often, a hag eye is worn as a ring, brooch, or other adornment. Any of the three hags who created the hag eye can see through it whenever they wish, so long as it is on the same plane of existence as the hag. A hag eye has hardness 5 and 10 hit points. Destroying a hag eye deals 1d10 points of damage to each member of the covey and causes the one who sustained the greatest damage to be blinded for 24 hours.

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